IwakuraLain42 wrote: »The main reason why this PvP-Justice system system will never have worked is mostly due to the difference between PvP and PvE playstyles. Most of the player base is not playing PvP (just look at the campaign number or visit them, I mostly see the same ol' players there), this is due to fact that you really need specific gear, skills and training to have any chance at PvP. That's something that most players simply do no want to do. Any kind of PvP based justice system will simply lead to a mass massacre of PvE players by the elite PvP'er, this would kill the game very fast.
And even if you would try to use non-PvP elements to enforce justice (some ideas were posted in last months by users here) I see no way to implement that without giving the potential to griefers (wayshring camping, waiting at the refuges doors, etc). This is IMHO the main reason why ZOS has given up in the concept, it just doesn't work out.
IwakuraLain42 wrote: »The main reason why this PvP-Justice system system will never have worked is mostly due to the difference between PvP and PvE playstyles. Most of the player base is not playing PvP (just look at the campaign number or visit them, I mostly see the same ol' players there), this is due to fact that you really need specific gear, skills and training to have any chance at PvP. That's something that most players simply do no want to do. Any kind of PvP based justice system will simply lead to a mass massacre of PvE players by the elite PvP'er, this would kill the game very fast.
And even if you would try to use non-PvP elements to enforce justice (some ideas were posted in last months by users here) I see no way to implement that without giving the potential to griefers (wayshring camping, waiting at the refuges doors, etc). This is IMHO the main reason why ZOS has given up in the concept, it just doesn't work out.
If you wanted consensual pvp based justice play, and if there are the lots of others that want it too
ZOS is handing you the core element
Zamrod_beta wrote: »besides, even if i accept that "getting caught" in injustice activities is somehow failing - "failing" at PVE should not open oneself up to PVP... that doesn't make the PVE more fun more interesting more enjoyable.
or do you think that if we added to Maelstrom Arena that "on a death you get sucked out of MSA, VMSA, HMVSMA and into a PVP conflict with one or more folks geared for PVP" it wouldn't be seen as a takeover of PVE content especially if when you lost the PVP you also lost the loot gained from the arena stages.
yeah... bet that would raise the participation rates of the high end arenas and dungeeons and trials - "death = fail = PVP or lose stuff".
I'm really not sure what the difference is between the following situations:
1) I steal something but I get caught. A guard chases me and kills me. I lose all of my stolen items.
2) I steal something but I get caught. A player chases me and kills me. I lose all of my stolen items.
Why is the fact that one is PvP and the other one isn't such a big deal?
As for the Maelstrom Arena thing, if there was a story reason for why I was fighting a PvP match and I knew it happened on a loss, why not? I question the idea that I'd have to lose all my stuff when I lose the PvP match.
In theory with the Justice System there would be a chance to evade the person so you weren't necessarily going to lose your items just because you were spotted. You might be able to run to a sanctuary before a Bounty Hunter caught up with you. There might be no Bounty Hunters immediately around, allowing you to calmly walk to a sanctuary. Plus, you might just be able to hide from them assuming the system didn't tell them exactly where you were.
I really don't understand the idea of PvP and PvE content needing to be 100% separate all the time. They should only be mixed together when it would make sense and it should be made fun but I don't understand the religious objection to it that just says "It should never be done! Just because!"
Well, to answer the bold, for many players, maybe not you, PVP and PVE are very different things one of which they enjoy more than the other and content that fuses the two usually tends to drive off a significant portion of the audience. thats why IC was such a non-success at least in part. Also, as you can see on the forums in many many places and on most any informed set of posts - the gear, skill setups etc for PVE is different from PVP. if one is conducting PVE content and doing some casual stealing and gets thrown into PVP combat then it will be a less than enjoyable event for them, likely for both if the enforcer actually wants a competitive fight. (Though most of the PVP justice proposals i have seen dont want making the fight competitive a design goal.)
But basically, if you really dont understand or have a clue why PVP vs PVE matters to a significant portion of players, its likely no set of reasons i can provide or anyone can provide can explain it to you. The "divide" between PVP and PVE did not start with ESO discarding their attempt at PVP justice, it has been around for ages and if you haven't gotten a handle on why it exists, why its a difference for some by now... I cant expect a few sentences here would change that.
You didn't answer the bold part at all. Why is it different if a player kills you or a guard kills you?
For example: You kill someone with the blade of woe but weren't careful and get a kill on sight bounty. Off you go to do other things and stuff and get spotted by a guard. Guard gives chase- something happens and you fail to get away resulting in the guard killing you. You respawn at a wayshrine. See it happen everyday in Wayrest. Now if it was a player instead of a guard how is it different?
Sallington wrote: »People like playing in their little carebare solo RPG world without consequences. I guess adding the depth of a full Justice system would have been a bad thing. Lets just buy more costumes and mounts.
wolfxspice wrote: »i'v been reading this thread, yes and i see their point, but theirs something they seem to be ignoring, dont steal, if you do dont get caught.
If you wanted consensual pvp based justice play, and if there are the lots of others that want it too
Nobody wants THIS, and you know that, so pls stop trolling or whatever it is you're doing.ZOS is handing you the core element
ZOS could as well just hand me a MUSH, or a forum-based RPG.
Daemons_Bane wrote: »Sallington wrote: »People like playing in their little carebare solo RPG world without consequences. I guess adding the depth of a full Justice system would have been a bad thing. Lets just buy more costumes and mounts.
It's not that we don't want any consequences at all.. We just don't want bored PvP'ers to be the ones handling it, as that would almosy certainly be a bad system.. The fact that you call people carebears just for having another view, suggests to me that you are one of the persons rhat I would not care to see in such a system
Zamrod_beta wrote: »besides, even if i accept that "getting caught" in injustice activities is somehow failing - "failing" at PVE should not open oneself up to PVP... that doesn't make the PVE more fun more interesting more enjoyable.
or do you think that if we added to Maelstrom Arena that "on a death you get sucked out of MSA, VMSA, HMVSMA and into a PVP conflict with one or more folks geared for PVP" it wouldn't be seen as a takeover of PVE content especially if when you lost the PVP you also lost the loot gained from the arena stages.
yeah... bet that would raise the participation rates of the high end arenas and dungeeons and trials - "death = fail = PVP or lose stuff".
I'm really not sure what the difference is between the following situations:
1) I steal something but I get caught. A guard chases me and kills me. I lose all of my stolen items.
2) I steal something but I get caught. A player chases me and kills me. I lose all of my stolen items.
Why is the fact that one is PvP and the other one isn't such a big deal?
As for the Maelstrom Arena thing, if there was a story reason for why I was fighting a PvP match and I knew it happened on a loss, why not? I question the idea that I'd have to lose all my stuff when I lose the PvP match.
In theory with the Justice System there would be a chance to evade the person so you weren't necessarily going to lose your items just because you were spotted. You might be able to run to a sanctuary before a Bounty Hunter caught up with you. There might be no Bounty Hunters immediately around, allowing you to calmly walk to a sanctuary. Plus, you might just be able to hide from them assuming the system didn't tell them exactly where you were.
I really don't understand the idea of PvP and PvE content needing to be 100% separate all the time. They should only be mixed together when it would make sense and it should be made fun but I don't understand the religious objection to it that just says "It should never be done! Just because!"
Well, to answer the bold, for many players, maybe not you, PVP and PVE are very different things one of which they enjoy more than the other and content that fuses the two usually tends to drive off a significant portion of the audience. thats why IC was such a non-success at least in part. Also, as you can see on the forums in many many places and on most any informed set of posts - the gear, skill setups etc for PVE is different from PVP. if one is conducting PVE content and doing some casual stealing and gets thrown into PVP combat then it will be a less than enjoyable event for them, likely for both if the enforcer actually wants a competitive fight. (Though most of the PVP justice proposals i have seen dont want making the fight competitive a design goal.)
But basically, if you really dont understand or have a clue why PVP vs PVE matters to a significant portion of players, its likely no set of reasons i can provide or anyone can provide can explain it to you. The "divide" between PVP and PVE did not start with ESO discarding their attempt at PVP justice, it has been around for ages and if you haven't gotten a handle on why it exists, why its a difference for some by now... I cant expect a few sentences here would change that.
You didn't answer the bold part at all. Why is it different if a player kills you or a guard kills you?
For example: You kill someone with the blade of woe but weren't careful and get a kill on sight bounty. Off you go to do other things and stuff and get spotted by a guard. Guard gives chase- something happens and you fail to get away resulting in the guard killing you. You respawn at a wayshrine. See it happen everyday in Wayrest. Now if it was a player instead of a guard how is it different?
wolfxspice wrote: »i'v been reading this thread, yes and i see their point, but theirs something they seem to be ignoring, dont steal, if you do dont get caught.
Why not steal?
No, No No for those about to jump in with "so easy..." etc not about that but about more specifically, what is it about stealing that says it alone among the casual pve content and activity of the game SHOULD have PVP consequences?
its clearly not that "within the game world it is wrong" because as has been pointed out within the cultures thru the game and races thru the game there are tons of other "wrong" things that are done within casual pve content and play that are not allowing PVP intervention.
its clearly not about "innocents" or non-combatents being the targets being the targets because there are plenty of cases where within the game the player can choose to take the "kill innocents" options and no PVP option to stop them is available. if i decide to kill the civilians trapped in the sacrificial nodes instead of taking the longer rescue route you dont get the option to PVP me.
So when you say the folks who dont want PVP consequences are ignoring the "dont steal"... I am not ignoring it at all. I just dont understand how "dont steal" is an answer.
please tell me.
But consider - lets propose adding PVP mercenaries to DELVES. let players sign up with the bosses in delves who get tired of continually getting beaten down by PCs. if the mercenary spots intruders that can challenge them, if they find the intruder has taken stuff from within the delve they can take it back. . if the intruder is spotted attacking the delve's inhabitants then the mercenary can intervene and hey definitely if they attack the boss who pays the rent then BAM WHAM PVP game on.
How is that any less valid to then say "dont delve" if someone doesn't want PVP consequences for running PVE quests into delves or just running casual pve play into delves than it is to say "dont steal" for someone to play casual or quested injustice play?
What is different about a player choosing to play the casual injustice content (sneaking around, lifting good off people with pickpockets, swiping goods from crates and barrels and wardrobes, sometimes attacking and killing folks witha risk of bounty and being attacked by NPCs in PVE) that says this PVE should get PVP play added into it?
And why is it that the PVP element some people want to have added is typically so completely one-sided? So-called enforcers can find and kill so-called thieves engaging in PVE play and cost them the stuff they stole AND extra gold on top of that, but why cant those thieves cant pickpocket good from the enforcers or even take one gold off them if the enforcer loses the fight?
I can even steal from the NPC guards that are unkillable... but not from the enforcers? The thieves have something at risk.... why not the enforcers?
jcasini222ub17_ESO wrote: »At this point I'd just like the open world hunt/track/avoid ability. Obviously people in this thread don't get it isn't just about the 1v1 but the hunt/escape. The open world, sandbox, hunt across potentially the entire game world. I'd be satisfied if I could do that and call an NPC guard to catch the criminal player. Or as a criminal have the ability to leave red herrings to throw the enforcers off, not even engage in PvP combat.
And why is it that the PVP element some people want to have added is typically so completely one-sided? So-called enforcers can find and kill so-called thieves engaging in PVE play and cost them the stuff they stole AND extra gold on top of that, but why cant those thieves cant pickpocket good from the enforcers or even take one gold off them if the enforcer loses the fight?
Sallington wrote: »Daemons_Bane wrote: »Sallington wrote: »People like playing in their little carebare solo RPG world without consequences. I guess adding the depth of a full Justice system would have been a bad thing. Lets just buy more costumes and mounts.
It's not that we don't want any consequences at all.. We just don't want bored PvP'ers to be the ones handling it, as that would almosy certainly be a bad system.. The fact that you call people carebears just for having another view, suggests to me that you are one of the persons rhat I would not care to see in such a system
The term carebear is over a decade old, don't really mean it in too harsh of a way. A little harsh though, since they neutered what could have been an amazingly in-depth system. Player-made thieve guilds, player-made enforcer guilds, the foundation of an awesome sandboxy aspect of the game.
I understand that it COULD have been annoying for some people, in the same way getting ganked off your horse is annoying for people in Cyrodil.
If you're a good thief, it's not like enforcers would just be able to kill you on the spot no matter what. If you're a terrible thief and keep getting caught, the risk is that an enforcer might have a chance at killing you. The problem is that people wanted NO risk.
White wabbit wrote: »So you accdentally pick up a item next to a guild trader or the best one next to the pledge giver , and hey presto someone pounding on you for there PvP action hmmm I think not
Sallington wrote: »White wabbit wrote: »So you accdentally pick up a item next to a guild trader or the best one next to the pledge giver , and hey presto someone pounding on you for there PvP action hmmm I think not
There's an option to turn off these kinds of whoopsie daisies already. Non-issue.
But doesn't that switch off all whoopsie daisies I would have to switch on and off when I want to be naughtySallington wrote: »White wabbit wrote: »So you accdentally pick up a item next to a guild trader or the best one next to the pledge giver , and hey presto someone pounding on you for there PvP action hmmm I think not
There's an option to turn off these kinds of whoopsie daisies already. Non-issue.
Sallington wrote: »Daemons_Bane wrote: »Sallington wrote: »People like playing in their little carebare solo RPG world without consequences. I guess adding the depth of a full Justice system would have been a bad thing. Lets just buy more costumes and mounts.
It's not that we don't want any consequences at all.. We just don't want bored PvP'ers to be the ones handling it, as that would almosy certainly be a bad system.. The fact that you call people carebears just for having another view, suggests to me that you are one of the persons rhat I would not care to see in such a system
The term carebear is over a decade old, don't really mean it in too harsh of a way. A little harsh though, since they neutered what could have been an amazingly in-depth system. Player-made thieve guilds, player-made enforcer guilds, the foundation of an awesome sandboxy aspect of the game.
I understand that it COULD have been annoying for some people, in the same way getting ganked off your horse is annoying for people in Cyrodil.
If you're a good thief, it's not like enforcers would just be able to kill you on the spot no matter what. If you're a terrible thief and keep getting caught, the risk is that an enforcer might have a chance at killing you. The problem is that people wanted NO risk.
Daemons_Bane wrote: »Sallington wrote: »Daemons_Bane wrote: »Sallington wrote: »People like playing in their little carebare solo RPG world without consequences. I guess adding the depth of a full Justice system would have been a bad thing. Lets just buy more costumes and mounts.
It's not that we don't want any consequences at all.. We just don't want bored PvP'ers to be the ones handling it, as that would almosy certainly be a bad system.. The fact that you call people carebears just for having another view, suggests to me that you are one of the persons rhat I would not care to see in such a system
The term carebear is over a decade old, don't really mean it in too harsh of a way. A little harsh though, since they neutered what could have been an amazingly in-depth system. Player-made thieve guilds, player-made enforcer guilds, the foundation of an awesome sandboxy aspect of the game.
I understand that it COULD have been annoying for some people, in the same way getting ganked off your horse is annoying for people in Cyrodil.
If you're a good thief, it's not like enforcers would just be able to kill you on the spot no matter what. If you're a terrible thief and keep getting caught, the risk is that an enforcer might have a chance at killing you. The problem is that people wanted NO risk.
Here is where the problem comes.. If I derp around in my relaxed PvE set, since that can easily handle guards, and I end up in a house with a hardcore PvP'er, I'm doomed.. He follows me, he uses combo attacks/weaving, and he has no area that he has to return to due to his coding.. That means that I will either have to gear for PvP or accept death.. Yes in some places people will be able to get away with theft because the spot is not worth camping, but the people who get off on killing us WILL find the better thief spots and camp them to get their fix.. And before you start complaining that I generalize about PvP'ers, remember that if you are just a standard person running around, I do not mean you.. But we all know, even if some won't admit it, that there ARE people who will camp these spots to get at the thieves.. And some of those people are not going to care if the thief is a low lvl new player
Daemons_Bane wrote: »Sallington wrote: »Daemons_Bane wrote: »Sallington wrote: »People like playing in their little carebare solo RPG world without consequences. I guess adding the depth of a full Justice system would have been a bad thing. Lets just buy more costumes and mounts.
It's not that we don't want any consequences at all.. We just don't want bored PvP'ers to be the ones handling it, as that would almosy certainly be a bad system.. The fact that you call people carebears just for having another view, suggests to me that you are one of the persons rhat I would not care to see in such a system
The term carebear is over a decade old, don't really mean it in too harsh of a way. A little harsh though, since they neutered what could have been an amazingly in-depth system. Player-made thieve guilds, player-made enforcer guilds, the foundation of an awesome sandboxy aspect of the game.
I understand that it COULD have been annoying for some people, in the same way getting ganked off your horse is annoying for people in Cyrodil.
If you're a good thief, it's not like enforcers would just be able to kill you on the spot no matter what. If you're a terrible thief and keep getting caught, the risk is that an enforcer might have a chance at killing you. The problem is that people wanted NO risk.
Here is where the problem comes.. If I derp around in my relaxed PvE set, since that can easily handle guards, and I end up in a house with a hardcore PvP'er, I'm doomed.. He follows me, he uses combo attacks/weaving, and he has no area that he has to return to due to his coding.. That means that I will either have to gear for PvP or accept death.. Yes in some places people will be able to get away with theft because the spot is not worth camping, but the people who get off on killing us WILL find the better thief spots and camp them to get their fix.. And before you start complaining that I generalize about PvP'ers, remember that if you are just a standard person running around, I do not mean you.. But we all know, even if some won't admit it, that there ARE people who will camp these spots to get at the thieves.. And some of those people are not going to care if the thief is a low lvl new player
Or...I dunno, be careful about who you steal in front of?
Sallington wrote: »White wabbit wrote: »So you accdentally pick up a item next to a guild trader or the best one next to the pledge giver , and hey presto someone pounding on you for there PvP action hmmm I think not
There's an option to turn off these kinds of whoopsie daisies already. Non-issue.